Gamificación como estrategia didáctica en la asignatura de estudios sociales de décimo año de educación básica

Gamification and Information and Communication Technologies, given the resources and means at their disposal, are tools with a high possibility of success in achieving the activation and development of the teaching-learning process. The objective is to propose a didactic strategy for the use of gami...

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Bibliographic Details
Main Author: Hurtado Mora, Elena Efigenia (author)
Format: masterThesis
Published: 2023
Subjects:
Online Access:http://dspace.utb.edu.ec/handle/49000/15640
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Summary:Gamification and Information and Communication Technologies, given the resources and means at their disposal, are tools with a high possibility of success in achieving the activation and development of the teaching-learning process. The objective is to propose a didactic strategy for the use of gamification with the support of technologies that contributes to positive results in the motivation and performance of students in the Social Studies subject. It starts from the application of theoretical research methods by consulting previous research regarding the concept and characteristics of the use of gamification and the activation of the teaching-educational process to establish guidelines and variables to include in the diagnosis. This is developed with the use of methods such as: observation, documentary review, interview and the application of a survey to the students with two defined objectives: to evaluate the current situation from the perspective of the students and to verify the effect of the selected influential variables. The Kendall Method is applied to the instrument, which demonstrates the validity and reliability of the test; as well as the determination of the explanatory local variance and the sedimentation graph that verify the accuracy of the defined variables. The application of the strategy shows an improvement in the perception of students about the results of the teaching-learning process and the motivation in classes that use gamification supported by Information and Communication Technologies.